wined3d: Simply pass an IWineD3DSurfaceImpl pointer to fb_copy_to_texture_hwstretch().

This commit is contained in:
Henri Verbeet 2010-04-22 18:56:01 +02:00 committed by Alexandre Julliard
parent 99994f885c
commit bea50a39de

View file

@ -3097,16 +3097,15 @@ static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3D
}
/* Uses the hardware to stretch and flip the image */
static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DDeviceImpl *device = This->resource.device;
IWineD3DDeviceImpl *device = dst_surface->resource.device;
GLuint src, backup = 0;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
IWineD3DSwapChainImpl *src_swapchain = NULL;
float left, right, top, bottom; /* Texture coordinates */
UINT fbwidth = Src->currentDesc.Width;
UINT fbheight = Src->currentDesc.Height;
UINT fbwidth = src_surface->currentDesc.Width;
UINT fbheight = src_surface->currentDesc.Height;
struct wined3d_context *context;
GLenum drawBuffer = GL_BACK;
GLenum texture_target;
@ -3117,15 +3116,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
TRACE("Using hwstretch blit\n");
/* Activate the Proper context for reading from the source surface, set it up for blitting */
context = context_acquire(device, Src, CTXUSAGE_BLIT);
surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
context = context_acquire(device, src_surface, CTXUSAGE_BLIT);
surface_internal_preload((IWineD3DSurface *)dst_surface, SRGB_RGB);
src_offscreen = surface_is_offscreen(Src);
src_offscreen = surface_is_offscreen(src_surface);
noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
if (!noBackBufferBackup && !Src->texture_name)
if (!noBackBufferBackup && !src_surface->texture_name)
{
/* Get it a description */
surface_internal_preload(SrcSurface, SRGB_RGB);
surface_internal_preload((IWineD3DSurface *)src_surface, SRGB_RGB);
}
ENTER_GL();
@ -3153,14 +3152,14 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
/* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
* we are reading from the back buffer, the backup can be used as source texture
*/
texture_target = Src->texture_target;
glBindTexture(texture_target, Src->texture_name);
checkGLcall("glBindTexture(texture_target, Src->texture_name)");
texture_target = src_surface->texture_target;
glBindTexture(texture_target, src_surface->texture_name);
checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
glEnable(texture_target);
checkGLcall("glEnable(texture_target)");
/* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
Src->Flags &= ~SFLAG_INTEXTURE;
src_surface->Flags &= ~SFLAG_INTEXTURE;
}
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
@ -3181,7 +3180,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
}
else
{
glReadBuffer(surface_get_gl_buffer(Src));
glReadBuffer(surface_get_gl_buffer(src_surface));
}
/* TODO: Only back up the part that will be overwritten */
@ -3201,11 +3200,14 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
checkGLcall("glTexParameteri");
IWineD3DSurface_GetContainer((IWineD3DSurface *)SrcSurface, &IID_IWineD3DSwapChain, (void **)&src_swapchain);
IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&src_swapchain);
if (src_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)src_swapchain);
if (!src_swapchain || (IWineD3DSurface *) Src == src_swapchain->backBuffer[0]) {
src = backup ? backup : Src->texture_name;
} else {
if (!src_swapchain || src_surface == (IWineD3DSurfaceImpl *)src_swapchain->backBuffer[0])
{
src = backup ? backup : src_surface->texture_name;
}
else
{
glReadBuffer(GL_FRONT);
checkGLcall("glReadBuffer(GL_FRONT)");
@ -3217,8 +3219,8 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
/* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
* out for power of 2 sizes
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
checkGLcall("glTexImage2D");
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0 /* read offsets */,
@ -3245,19 +3247,23 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
left = src_rect->left;
right = src_rect->right;
if(upsidedown) {
top = Src->currentDesc.Height - src_rect->top;
bottom = Src->currentDesc.Height - src_rect->bottom;
} else {
top = Src->currentDesc.Height - src_rect->bottom;
bottom = Src->currentDesc.Height - src_rect->top;
if (upsidedown)
{
top = src_surface->currentDesc.Height - src_rect->top;
bottom = src_surface->currentDesc.Height - src_rect->bottom;
}
else
{
top = src_surface->currentDesc.Height - src_rect->bottom;
bottom = src_surface->currentDesc.Height - src_rect->top;
}
if(Src->Flags & SFLAG_NORMCOORD) {
left /= Src->pow2Width;
right /= Src->pow2Width;
top /= Src->pow2Height;
bottom /= Src->pow2Height;
if (src_surface->Flags & SFLAG_NORMCOORD)
{
left /= src_surface->pow2Width;
right /= src_surface->pow2Width;
top /= src_surface->pow2Height;
bottom /= src_surface->pow2Height;
}
/* draw the source texture stretched and upside down. The correct surface is bound already */
@ -3286,15 +3292,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
glEnd();
checkGLcall("glEnd and previous");
if (texture_target != This->texture_target)
if (texture_target != dst_surface->texture_target)
{
glDisable(texture_target);
glEnable(This->texture_target);
texture_target = This->texture_target;
glEnable(dst_surface->texture_target);
texture_target = dst_surface->texture_target;
}
/* Now read the stretched and upside down image into the destination texture */
glBindTexture(texture_target, This->texture_name);
glBindTexture(texture_target, dst_surface->texture_name);
checkGLcall("glBindTexture");
glCopyTexSubImage2D(texture_target,
0,
@ -3313,20 +3319,22 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
}
glBindTexture(GL_TEXTURE_2D, backup);
checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
} else {
if (texture_target != Src->texture_target)
}
else
{
if (texture_target != src_surface->texture_target)
{
glDisable(texture_target);
glEnable(Src->texture_target);
texture_target = Src->texture_target;
glEnable(src_surface->texture_target);
texture_target = src_surface->texture_target;
}
glBindTexture(Src->texture_target, Src->texture_name);
checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
glBindTexture(src_surface->texture_target, src_surface->texture_name);
checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
}
glBegin(GL_QUADS);
/* top left */
glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
glVertex2i(0, 0);
/* bottom left */
@ -3334,11 +3342,12 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
glVertex2i(0, fbheight);
/* bottom right */
glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
glVertex2i(fbwidth, Src->currentDesc.Height);
glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
glVertex2i(fbwidth, src_surface->currentDesc.Height);
/* top right */
glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
(float)fbheight / (float)src_surface->pow2Height);
glVertex2i(fbwidth, 0);
glEnd();
}
@ -3346,7 +3355,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
checkGLcall("glDisable(texture_target)");
/* Cleanup */
if (src != Src->texture_name && src != backup)
if (src != src_surface->texture_name && src != backup)
{
glDeleteTextures(1, &src);
checkGLcall("glDeleteTextures(1, &src)");
@ -3365,7 +3374,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
/* The texture is now most up to date - If the surface is a render target and has a drawable, this
* path is never entered
*/
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
}
/* Until the blit_shader is ready, define some prototypes here. */
@ -3589,7 +3598,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
fb_copy_to_texture_direct(This, Src, &src_rect, &dst_rect, Filter);
} else {
TRACE("Using hardware stretching to flip / stretch the texture\n");
fb_copy_to_texture_hwstretch(This, SrcSurface, &src_rect, &dst_rect, Filter);
fb_copy_to_texture_hwstretch(This, Src, &src_rect, &dst_rect, Filter);
}
if(!(This->Flags & SFLAG_DONOTFREE)) {